Cambiados los colores de algunos menus (experimental) Retocados algunos textos del menu de JailerID
347 lines
9.9 KiB
C++
347 lines
9.9 KiB
C++
#include "common/jail_audio.h"
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#include "common/jscore.h"
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#include "const.h"
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#include "enter_id.h"
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#include <iostream>
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// Constructor
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EnterID::EnterID(SDL_Renderer *renderer, Screen *screen, Asset *asset, Lang *lang, options_t *options, section_t *section)
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{
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// Copia la dirección de los objetos
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this->renderer = renderer;
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this->screen = screen;
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this->asset = asset;
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this->lang = lang;
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this->options = options;
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this->section = section;
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// Reserva memoria para los punteros
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eventHandler = new SDL_Event();
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texture = new Texture(renderer, asset->get("smb2.png"));
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text = new Text(asset->get("smb2.txt"), texture, renderer);
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// Crea la textura para el texto que se escribe en pantalla
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textTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (textTexture == nullptr)
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{
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if (options->console)
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{
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std::cout << "Error: textTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
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// Inicializa variables
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oldJailerID = options->online.jailerID;
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loopRunning = true;
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counter = 0;
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ticks = 0;
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ticksSpeed = 15;
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jailerIDPos = 0;
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initName();
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// Escribe el texto en la textura
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fillTexture();
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}
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// Destructor
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EnterID::~EnterID()
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{
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delete eventHandler;
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delete text;
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delete texture;
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}
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// Bucle principal
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void EnterID::run()
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{
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while (loopRunning)
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{
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update();
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checkEvents();
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render();
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}
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}
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// Comprueba el manejador de eventos
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void EnterID::checkEvents()
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{
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// Comprueba los eventos que hay en la cola
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while (SDL_PollEvent(eventHandler) != 0)
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{
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// Evento de salida de la aplicación
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if (eventHandler->type == SDL_QUIT)
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{
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section->name = SECTION_PROG_QUIT;
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loopRunning = false;
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break;
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}
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// Comprueba las teclas que se han pulsado
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if ((eventHandler->type == SDL_KEYDOWN && eventHandler->key.repeat == 0) || (eventHandler->type == SDL_JOYBUTTONDOWN))
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{
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if (eventHandler->key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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options->online.jailerID = (std::string)name;
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endSection();
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break;
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}
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if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_A && eventHandler->key.keysym.scancode <= SDL_SCANCODE_Z)
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{ // Si pulsa una letra
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if (pos < maxLenght)
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{
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name[pos++] = eventHandler->key.keysym.scancode + 61;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode >= SDL_SCANCODE_1 && eventHandler->key.keysym.scancode <= SDL_SCANCODE_9)
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{ // Si pulsa un número
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if (pos < maxLenght)
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{ // En ascii el '0' va antes del '1', pero en scancode el '0' va despues de '9'
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name[pos++] = eventHandler->key.keysym.scancode + 19;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_0)
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{
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if (pos < maxLenght)
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{
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name[pos++] = 48;
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name[pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_BACKSPACE)
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{
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if (pos > 0)
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{
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name[--pos] = 0;
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}
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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{
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section->name = SECTION_PROG_QUIT;
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loopRunning = false;
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break;
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F1)
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{
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screen->setWindowSize(1);
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break;
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F2)
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{
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screen->setWindowSize(2);
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break;
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F3)
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{
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screen->setWindowSize(3);
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break;
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}
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else if (eventHandler->key.keysym.scancode == SDL_SCANCODE_F4)
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{
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screen->setWindowSize(4);
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break;
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}
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}
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}
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}
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// Actualiza las variables
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void EnterID::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks > ticksSpeed)
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{
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// Actualiza el contador de ticks
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ticks = SDL_GetTicks();
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// Actualiza el contador
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counter++;
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// Actualiza el cursor
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cursor = (counter % 20 >= 10) ? " " : "_";
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// Actualiza las notificaciones
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screen->updateNotifier();
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}
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}
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// Dibuja en pantalla
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void EnterID::render()
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{
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// Prepara para empezar a dibujar en la textura de juego
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screen->start();
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// Dibuja la textura con el texto en pantalla
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SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
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// Escribe el jailerID
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const std::string jailerID = (std::string)name + cursor;
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const color_t color = stringToColor(options->palette, "white");
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text->writeDX(TXT_CENTER | TXT_COLOR, GAMECANVAS_CENTER_X, jailerIDPos, jailerID, 1, color);
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// Vuelca el contenido del renderizador en pantalla
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screen->blit();
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}
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// Inicializa los textos
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void EnterID::iniTexts()
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{
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const color_t orangeColor = {0xFF, 0x7A, 0x00};
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const color_t noColor = {0xFF, 0xFF, 0xFF};
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texts.clear();
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texts.push_back({lang->getText(89), orangeColor});
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texts.push_back({"", noColor});
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texts.push_back({lang->getText(90), noColor});
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texts.push_back({lang->getText(91), noColor});
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texts.push_back({lang->getText(92), noColor});
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texts.push_back({"", noColor});
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texts.push_back({"", noColor});
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texts.push_back({"", noColor});
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texts.push_back({"JAILER_ID:", orangeColor});
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}
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// Escribe el texto en la textura
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void EnterID::fillTexture()
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{
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const color_t shdwTxtColor = {0x43, 0x43, 0x4F};
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// Inicializa los textos
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iniTexts();
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// Rellena la textura con un color de fondo
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SDL_SetRenderTarget(renderer, textTexture);
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SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, 0xFF);
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SDL_RenderClear(renderer);
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// Añade el efecto de degradado en el fondo
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Texture *gradient = new Texture(renderer, asset->get("title_gradient.png"));
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SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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gradient->render(renderer, 0, 0, &rect);
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delete gradient;
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// Escribe el texto en la textura
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const int desp = 40;
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const int size = text->getCharacterSize() + 2;
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int i = 0;
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for (auto t : texts)
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{
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_SHADOW, PLAY_AREA_CENTER_X, (i * size) + desp, t.label, 1, t.color, 1, shdwTxtColor);
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i++;
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}
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jailerIDPos = ((i + 1) * size) + desp;
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Inicializa los servicios online
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void EnterID::initOnline()
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{
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// Si ya ha iniciado la sesión y no ha cambiado el jailerID, que no continue
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if (options->online.sessionEnabled)
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{
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if (oldJailerID == options->online.jailerID)
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{
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return;
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}
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}
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if (options->online.jailerID == "")
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{ // Jailer ID no definido
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options->online.enabled = false;
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}
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else
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{ // Jailer ID iniciado
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options->online.enabled = options->online.sessionEnabled = true;
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// Establece el servidor y el puerto
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jscore::init(options->online.server, options->online.port);
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#ifdef DEBUG
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const std::string caption = options->online.jailerID + " (DEBUG)";
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#else
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const std::string caption = options->online.jailerID;
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#endif
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// screen->showNotification(caption, lang->getText(85), 12);
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screen->showNotification(caption, lang->getText(85));
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if (options->console)
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{
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std::cout << caption << std::endl;
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}
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// Obtiene la información de puntuaciones online
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if (!jscore::initOnlineScore(options->online.gameID))
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{
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screen->showNotification(lang->getText(80), options->online.server);
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if (options->console)
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{
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std::cout << "Can't connect to " << options->online.server << std::endl;
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}
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options->online.enabled = false;
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return;
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}
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// Obten la puntuación online para el jailerID
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const int points = jscore::getUserPoints(options->online.gameID, options->online.jailerID);
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if (points == 0)
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{ // Fallo de conexión o no hay registros
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screen->showNotification(lang->getText(81), lang->getText(82));
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if (options->console)
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{
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std::cout << "Can't get online scores" << std::endl;
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}
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}
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else
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{
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options->online.score = points;
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}
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}
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}
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// Termina la sección
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void EnterID::endSection()
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{
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loopRunning = false;
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initOnline();
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}
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// Inicializa el vector utilizado para almacenar el texto que se escribe en pantalla
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void EnterID::initName()
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{
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// Calcula el tamaño del vector
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name[0] = 0;
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maxLenght = sizeof(name) / sizeof(name[pos]);
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// Inicializa el vector con ceros
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for (int i = 0; i < maxLenght; ++i)
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{
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name[i] = 0;
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}
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// Si no hay definido ningun JailerID, coloca el cursor en primera posición
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if (options->online.jailerID == "")
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{
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pos = 0;
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}
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else
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{ // En caso contrario, copia el texto al vector y coloca el cursor en posición
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const int len = std::min((int)options->online.jailerID.size(), maxLenght);
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for (int i = 0; i < len; ++i)
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{
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name[i] = (char)options->online.jailerID[i];
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}
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pos = len;
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}
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} |